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Deepwarden

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While clanwardens guard dwarf cities and clanholds as a last line of defense, deepwardens serve as a living early warning system against threats from both the environment and other creatures. Deepwardens are typically adventurers or retired dwarf militia members who wish to explore the depths of the earth. They travel deep underground and survive on their own, far from civilization. There they search for new resources, threats, or other interesting fi ndings, and send reports back to their city comrades. Deepwardens are considered the first line of defense against invasions or other threats, and as such they must be both physically hardy and able to survive in the wilderness for an extended period. A warden’s first duty is to find out the nature of any threats to the community, then stay alive long enough to make sure his city is warned and can prepare. If a dwarf can meet these criteria, whether through magic or might, he is welcomed among the deepwardens. Unlike most dwarf NPCs, a deepwarden spends most of his time away from other dwarves and far from dwarf communities. Many join with adventurers for a time as patrons or guides. Dwarven lore is full of tales of deepwardens who saved a group of lost or imprisoned surface adventurers.

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Adaptation: The deepwarden prestige class has many class features suitable for any class whose members spend a long time away from civilization yet still need to communicate with it. Animal messenger, sending, and greater animal messenger would be appropriate class features for other prestige classes that focus on long-range reconnaissance, whether above the ground or below.

Hit Die: d12.

Requirements

To qualify to become a deepwarden, a character must fulfi ll all the following criteria. Race: Dwarf.

Base Attack Bonus: +5.

Skills: Climb 5 ranks, Heal 5 ranks, Jump 5 ranks, Knowledge (dungeoneering) 5 ranks, Survival 5 ranks.

Feat: Endurance.

Class Skills

The deepwarden’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con),

Craft (Int), Decipher Script (Int), Escape Artist (Dex),

Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str),

Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Speak

Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), and

Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifi er. Class Features

All of the following are class features of the deepwarden.

Weapon and Armor Profi ciency: Deepwardens are profi cient with all types of simple and martial weapons, all types of armor, and shields (except tower shields). Track: A deepwarden gains Track as a bonus feat. Trap Sense (Ex): A deepwarden has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Refl ex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by 1 at every three deepwarden levels thereafter (4th, 7th, and 10th). Trap sense bonuses gained from multiple classes stack. Stone Warden (Ex): Beginning at 2nd level, a deepwarden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character’s Constitution bonus is higher. The deepwarden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC. In such a situation, the deepwarden would still be considered fl at-footed. Animal Messenger (Sp): From 3rd level on, a deepwarden can compel a Tiny animal to carry a message to his allies at a spot he designates. This ability functions as the animal messenger spell (see page 198 of the Player’s Handbook), with a caster level equal to the deepwarden’s class level. Uncanny Dodge (Ex): Starting at 4th level, a deepwarden gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus (if any, or his Constitution bonus, if it’s higher) to AC even if he is caught fl at-footed or struck by an invisible attacker.

However, he still loses his Dexterity (or Constitution) bonus to AC if immobilized. If a character gains uncanny dodge from a different class (a deepwarden with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead. Stubborn Mind (Ex): Starting at 5th level, a deepwarden has a mental resistance to outside infl uences. If a deepwarden with the stubborn mind ability is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. This ability also works against a mind fl ayer’s mind blast attack. Sending (Sp): Beginning at 6th level, a deepwarden can contact a particular creature with which he is familiar and send a short message of twenty-fi ve words or less. This ability functions as the sending spell (see page 275 of the Player’ s

Handbook), with a caster level equal to the deepwarden’s class level. Swift Tracker (Ex): Beginning at 7th level, a deep warden can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Improved Uncanny Dodge (Ex): At 8th level and higher, a deepwarden can no longer be fl anked; he can react to opponents on opposite sides of him as easily as he can react

Illus. by J. Nelson

Table 5–5: The Deepwarden Base Attack Fort Ref Will

Level Bonus Save Save Save Special

1st +1 +2 +0 +2 Track, trap sense +1 2nd +2 +3 +0 +3 Stone warden 3rd +3 +3 +1 +3 Animal messenger 4th +4 +4 +1 +4 Trap sense +2, uncanny dodge 5th +5 +4 +1 +4 Stubborn mind 6th +6 +5 +2 +5 Sending 7th +7 +5 +2 +5 Swift tracker, trap sense +3 8th +8 +6 +2 +6 Improved uncanny dodge 9th +9 +6 +3 +6 Greater animal messenger 10th +10 +7 +3 +7 Trap sense +4

to a single attacker. This defense denies a rogue the ability to sneak attack the deepwarden by fl anking him, unless the attacker has at least four more rogue levels than the target has deepwarden levels. If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to fl ank the character. Greater Animal Messenger (Sp): At 9th level, a deepwarden gains the greater animal messenger ability. This functions as the animal messenger ability (see above), except the deepwarden can use an animal of up to Small size as his messenger.

SAMPLE DEEPWARDEN

Osson Hjortgar the Deepwarden: Male dwarf ranger 5/ deepwarden 4; CR 9; Medium humanoid; HD 5d8+15 plus 4d12+12; hp 79; Init +0; Spd 20 ft.; AC 20, touch 14, fl atfooted 20; Base Atk +9; Grp +12; Atk +14 melee (1d10+4/ ×3, +1 dwarven waraxe); Full Atk +12/+7 melee (1d10+4/×3, +1 dwarven waraxe) and +12 melee (1d6+1/×3, masterwork handaxe); SA combat style (two-weapon combat), favored enemy elves +4, favored enemy orcs +2; SQ animal companion, animal messenger, darkvision 60 ft., dwarf traits, link with companion, share spells, stone warden, trap sense +2, uncanny dodge, wild empathy +3 (–1 magical beasts); AL LN; SV Fort +12* (+14 against poison), Ref +6*, Will +8*; Str 16, Dex 10, Con 16, Int 12, Wis 14, Cha 6. Skills and Feats: Climb +7, Heal +9, Hide +11, Jump +1, Knowledge (dungeoneering) +6, Listen +12, Move Silently +11, Search +8, Spot +12, Survival +16 (+18 when underground or following tracks), Use Rope +5; EnduranceB , Self-Suffi cient, Stealthy, TrackB, Two-Weapon FightingB , Weapon Focus (dwarven waraxe), Weapon Focus (handaxe).

Favored Enemy (Ex): Osson gains the indicated bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this type of creature. He gets the same bonus on weapon damage rolls against creatures of this type.

Animal Companion (Ex): Osson has a badger as an animal companion. This creature is a loyal companion that accompanies him on adventures as appropriate for its kind. Its abilities and characteristics are summarized below.

Krick: Badger animal companion; CR —; Small magical beast; HD 1d8+2; hp 6; Init +3; Spd 30 ft., burrow 10 ft.; AC 15, touch 14, fl at-footed 12; Base Atk +0; Grp –5; Atk +4 melee (1d2–1, claw); Full Atk +4 melee (1d2–1, 2 claws) and –1 melee (1d3–1, bite); SA rage; SQ bonus trick, low-light vision, scent; AL N; SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6.

Skills and Feats: Escape Artist +7, Listen +3, Spot +3; TrackB, Weapon Finesse.

Rage (Ex): A badger that takes damage in combat fl ies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. The following changes are in effect as long as Krick rages: hp 8; AC 13, touch 12, fl at-footed 10; Grp –3; Atk +4 melee (1d2+1, claw); Full Atk +4 melee (1d2+1, 2 claws) and –1 melee (1d3, bite); SV Fort +6, Str 12, Con 19. Krick can’t end its rage voluntarily.

Bonus Trick: Krick is capable of learning one trick in addition to any that Osson might choose to teach it (see the Handle Animal skill, page 74 of the Player’s Handbook). This bonus trick doesn’t require any training time or Handle Animal checks, and it doesn’t count against the normal limit of tricks known by the creature. Osson selects this bonus trick, and once selected, it can’t be changed.

Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Osson Hjortgar, a deepwarden

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